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GRO > News

15-11-2012

Patch Notes 0.9.1

Latest Patch Notes v.0.9.1

Key Changes


  • We've introduced a Map Weighting feature in matchmaking.  Based on survey results, we're adjusting matchmaking to select the community's favorite maps more often than the others (go Chertanovo!)
  • Players will have the class device of their choice automatically equipped upon reaching level 2. 
  • To make comparing weapons easier, we've added Damage Per Second as the primary stat on the item widget.
  • VOIP connectivity has been improved. Players are now able to join VOIP without a microphone. In addition, players can now connect their microphone in the middle of a match.


Community feedback changes (we are listening!)


  • Based on community feedback regarding LMG efficiency, we have reduced the maximum spread of LMGs. This improves  their accuracy under sustained fire. The previous LMG tweaks hit close-quarter variants especially hard, and made them too weak at anything beyond point blank range. Now, they should be more effective at up to medium range. 
  • Following the feedback regarding sniper rifles (especially semi-auto models) being able to get easy "no-scope kills", we have increased the minimum spread of sniper rifles when fired out of scope.

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Previously Applied Changes (0.9.0)


  • Automated matchmaking now includes player class restriction, and will select no more than four of any one class for a team.. While players can still manually change their class after a match is found, this should greatly reduce matches where there are too many of one class. This change does not apply to hot-joining matches."


Auto Device Equip 


  • Users will be prompted to automatically equip one of their devices when they reach level 2 during the match results sequence.
  • Changed the level requirement of Mark I devices from 2 to 1. This means experienced players playing starting to level up another class no longer need to wait until level 2 to access their devices. 


Item Display Widget Improvements


  • 'Damage Per Second' is now the primary stat to allow for easier comparisons within a weapon type
  • The overall graphic design has been polished for greater readability
  • Weapon Best Practices text added – Close Quarters,  Long Range, Original, Suppression and Stealth
  • Weapon Type changed from text to an icon
  • 'Recoil' stat has been changed to 'Control', with the values reversed. Now "bigger is better" is true for all weapon statistics!
  • 'Handling' stat has been changed changed to 'Ready Time'. 
  • Insert Slots are no longer displayed on the Weapon display Widget
  • Insert Slots are used as primary stat on Armour
  • Upgrade Slots are used as primary stat on Devices
  • Low Durability now shown on Armor Inserts as a red icon

viewing


Gameplay


  • We've increased the delay time between the activation and deactivation of player devices so that players do not accidentally trigger deactivation while the device is being activated. This change affects the Blitz, HEAT, Oracle and Cloak devices by increasing the "ignore second input” timing from 0.5 seconds to 1 second.  
  • As an added boost for new players, we added Armor values to the default starting armor:
    • Assault to 8%
    • Recon to 4%
    • Specialist to 6%



 Weapon Tuning 


  • Updated OC-14 Extended magazine ammo pool size to 200 (from 160). This corrects the situation where upgrading the OC-14 magazine decreases the ammo pool of the weapon. Magazine upgrades should match or exceed the original's ammo pool.


Sound 


  • Added AEGIS depletion warning sound when AEGIS is about to go down. This sound will be heard by all players that are near the AEGIS.
  • Integrated the Fix + sound package for "Underwater sound effects" - Blitz and grenade audio state filters will no longer cause muffled sounds that is carried over when player respawns. Fixed the kill and resume state when dying on a grenade while running in Blitz.
  • Integrated sound package that has the new Lobby music soundtrack sequence - now includes the Original Ghost Recon music theme (used to be only in the login screen)
  • Enemy Aegis charging and activation sound has now a pitched-down effect, slightly different from main players bubble sounds.  Also added an AEGIS depletion warning sound when AEGIS is about to go down. This sound will be heard by all players that are near the AEGIS. (New sound package)
  • Integrated sound package that has Improved weapon sound optimization. Smoother and more solid 1 bullet, 1 sound prioritization.  
  • Integrated sound package that has the Re-sampled and re-compressed shotguns and boomy audio assets that might be causing static on some speakers and Low-Fi headphones. 
  • Clan creation and Clan disband will now have a cool sound effect (New sound package)
  • Graduating from being a 'Newbie' will now have a "congrats" sound (New sound package)
  • Scoreboard screen/ Match end will now have complementary sounds (new sound package)
  • Integrated the Fix for sudden death music overlaps. Extended timer countdown and music build-up to 30 seconds before match ends. 


Bug fixes


  • Fixed a bug where players sometimes lost all the energy of their class device after being killed for the first time in a match.
  • We've fixed a bug introduced during the 0.9.0 patch where the server did not correctly load the player's weapon proficiency level. While the UI displayed the correct level, all critical hits were being calculated as if the weapon was at level 1.
  • Fixed several issues around hot join, which under certain circumstances could lead to a client hang or crash. 


System


  • Optimized game performance for some PC configurations by removing the blur effect from the HUD interface. 
  • Fixed a memory leak at the start of the game client.

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